Ahh, I see - you want to get access to the game's internal data to run your custom hardware. This is not really going to be possible without having a game engine that's built with your hardware in mind. The data is in the computer's memory somewhere, but you don't know where or how to find it, and you don't have external access to the memory anyway. If you were building your own game, you could add code to the engine to communicate with your hardware (e.g. by sending network packets), but retrofitting this onto an existing game for which you don't have the source is not realistically possible.

Tomstarley
—
2011-07-05T17:46:38Z —
#5

Woha! Getting somewhere. Awesome, thanks!

Internal data! Yes! So there isnt a generic place where this info sits?

Presumably this info is shared over the a network when playing a multilayer game?

If i was to look into this further is 'internal data' the best way phrase or can this be refined further?

If the internal data data isn't available is the data that controls the rumble effect?

Cheers for your help! Much appreciated!

Reedbeta
—
2011-07-05T19:09:11Z —
#6

No, there's no generic place for it. Yes, in a multiplayer setting some of this information will be sent across the network, but again there's no simple way to decode it; every game has its own network protocol and they're proprietary, so not publicly documented.

"Internal data" is just a generic term, sorry, that's not something you'll get any good results searching for.

Controller data (joystick deflection, button presses, rumble etc.) is more accessible - with the right hardware you can presumably sniff the data from the USB connection - but again, it's likely a proprietary protocol with no docs that you'd have to reverse-engineer to get anything out of.